Unity 3D shmup framework

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Re: Unity 3D shmup framework

Postby wondersonic » Mon Jun 10, 2013 9:14 pm

Regarding the "Scrolling shader", I've been inspired by Iñigo Quílez (from the RGBA demomaker group) and his shader toy webgl tool available here. My inspiration: the Fly mini-demo.

Click to enlarge:
Image

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Re: Unity 3D shmup framework

Postby wondersonic » Mon Jun 10, 2013 9:30 pm

And still looking for beta testers :)

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Re: Unity 3D shmup framework

Postby wondersonic » Tue Jun 11, 2013 5:27 pm

Collisions management

This video (view in 720p preferably) shows collision management for enemies wave and the de-activation of enemies when they are hidden from screen as well
as re-activation once the wave is displayed:


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Re: Unity 3D shmup framework

Postby wondersonic » Wed Jun 12, 2013 1:25 pm

Captions have been added to the video to understand the concepts presented :)

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Re: Unity 3D shmup framework

Postby wondersonic » Wed Jun 12, 2013 4:35 pm

A new demo.

Image

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Re: Unity 3D shmup framework

Postby wondersonic » Thu Jun 13, 2013 8:16 pm

New version available:

- myshmup-setup-project-once.unitypackage - for new project setup (10KB)
- myshmup.unitypackage - main package with source code (6,5MB)
- myshmup-artworks.unitypackage - artworks package including Prefabs and a scene (50,1MB)
- Documentation - user guide (PDF)

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Re: Unity 3D shmup framework

Postby wondersonic » Mon Jun 17, 2013 4:45 pm

WIP: infinite terrain generation

Started with ASTER DEM data files (earth elevation data), used the free tool 3DEM to generate an integer bin file (containing elevation data in an easily readable format) and the associated texture map (with shader effect). Then used a home made tool (in 45 minutes) to generate the .obj file with right texture coordinates. Imported texture file inside unity and generated associated normal map for .OBJ model. Finally displaying it with the Bumped Diffuse shader gives:

Image

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Re: Unity 3D shmup framework

Postby wondersonic » Mon Jun 17, 2013 4:49 pm

Next steps:
- cut .OBJ into several parts to ease efficient in-game processing (using previously seen collider with Game Event Front to make it disappear).
- tweak normal map generation parameters
- tweak colors
- download some other ASTER files to enrich proposed Prefabs

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Re: Unity 3D shmup framework

Postby wondersonic » Tue Jun 18, 2013 8:24 am


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Re: Unity 3D shmup framework

Postby monoRAIL » Tue Jun 18, 2013 2:30 pm

wondersonic wrote:WIP: infinite terrain generation

Image


That's a really cool idea. Can you get the terrain tiles to be seamless, so that you can tile them in any direction?

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